Weter, on 11 January 2022 - 06:00 PM, said:
(but maybe, You are able to look and fix them?)
I've just looked at one of them with my limited C/C++ knowledge, has they ever run correctly would be my first question ?
I copied over sceneryShader.fx to \content and looked at the errors.
MipMapLodBias = 0; don't know if that exist without a h file.
Errors like 'float3 = float' make sense looking at the function and the call's ?
void _PSApplyFog(float3 Color)
{
}
float4 PSTerrain(
float3 litColor = ...
_PSApplyFog(litColor.B);
_PSApplyFog(litColor.B);
_PSApplyFog(litColor.rgb);
_PSApplyFog(Color.B);
_PSApplyFog(Color.B);
_PSApplyFog(Color.B);
)
And then there is the technique names, and are the once in the default sceneryshader.fx file new once ? i see PSImage9_1() and so on.
VSGeneral(false) & PSImage(false, false) producing errors, are in the default sceneryShader.fx just is VSGeneral() & PSImage() and vs_2_0 vs vs_4_0,
I could investigate all this or I could just use the default, and alter the content on the functions in the default, when I know a little better what I'm doing( is in/inout like ref & and const & in C++ ?) and can see the effect and know it's cost (cpu/gpu)
Eg. comparing the two Forest functions the only difference is the default call _VSlight with a member variable and and the downloaded call's it with hole struct/class, so no need editing that in the default.
Converting or upgrading this should be easy for someone currently coding for Open Rails and quickly can see what is deprecated.
Another thing I thought about, the shaders that comes with Reshade include ReShadeUI.fxh there UI
it would be great if you could use that and adjust the parameters at runtime while seeing them, write down the settings and hardcode them in after.